You have to place just the first worm, and all your worms of the team are placed there. Useful for races scheme like TTRR, Big RR, Bungee Race, etc. Even CTF. Could be an option in the host lobby like /ap (auto place). This is different than to mark an area on the map editor or something. Every player choose where to put their entire team.

As Worms World Party has an option for "Using a weapon doesn't end your turn mode", I would like an option for this to be implemented into the gameplay of Worms Armageddon with an option to turn it on or off. However I would also like the turn limit to be controllable instead of 10 seconds.

It would be nice if water could be made transparent so that you can see the land and stuff through it. Especially for casual games, its not really fair if you are playing on some random map and happen to walk into a hole because you couldn't even tell if any land was there or not.

In Worms 2 when dud mines were firepunched, baseball batted, (probably dragon ball too), and apparently grave explosions would reactivate them/set their timer off. I always thought it was fun to firepunch a dud mine into someone to set it off... So: could this be a scheme option?

Also, maybe the probability of dud mines could be adjustable (so you could have a map filled with dud mines to bat around or something).

All the time winds can't get a maximum power in the wind indicator. Would be good to see fully filled wind indicator that will make some variety to the shots. I've seen that feature in a W:A's mission.

This is small modification, but still some of the shots might be possible to implement and execute. And not only the shots, I suppose.

All Worms have their own arsenal of weapons. They start with a random weapon and one utility or mode of transport. Weapons are not shared among the team.

When a worm is killed (friend or foe), that worms weapons will become part of the killers arsenal to use in the same turn and all consecutive turns. The ammo renews each turn to 1 for all weapons in the personal arsenal. (shoot does not end turn)

Making chain kills is a good tactic to make you worm even stronger with more weapons!

Aiming for worms who have collected allot of weapons will give you a bigger yield of weapons after they are taken down.

this scheme is called "highlander" in the game hedgewars. PX also has working kill and steal scheme.

All Worms have their own arsenal of weapons. They start with a random weapon and one utility or mode of transport. Weapons are not shared among the team.

When a worm is killed (friend or foe), that worms weapons will become part of the killers arsenal to use in the same turn and all consecutive turns. The ammo renews each turn to 1 for all weapons in the personal arsenal. (shoot does not end turn)

Making chain kills is a good tactic to make you worm even stronger with more weapons!